Commit 0528e46
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Allow shed actions from locked shed-access tiles in kaggriculture (#1392)
The four shed-access tiles are one per quadrant, and only NW starts
unlocked, so three of them begin LOCKED. The LOCKED guard ran before
PICKUP/DROP/PLACE, which meant a unit standing on one of those tiles
could not use the shed it was standing next to -- including the first
hire of each day, whose least-occupied spawn lands on (5,4).
Move those three ops above the guard. They only use the tile as a
standing position; the shed is not a tile and is never locked. Every op
that mutates the standing tile stays below the guard, so PLANT,
BUILD_COOP, BUILD_PASTURE, DIG and the rest still no-op on locked ground
and consume nothing.
PLACE spans both cases. Its animal branch requires a dict tile and a
LOCKED tile is the string "LOCKED", so it cannot match there and falls
through to the shed path; covered by test rather than changed.
Also correct two README lines that claimed all tile actions no-op on
locked tiles.1 parent a4dce5a commit 0528e46
3 files changed
Lines changed: 97 additions & 37 deletions
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- kaggle_environments/envs/kaggriculture
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